+/*
+ * fg_main_blackberry.c
+ *
+ * The BlackBerry-specific windows message processing methods.
+ *
+ * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
+ * Written by Pawel W. Olszta, <olszta@sourceforge.net>
+ * Copied for Platform code by Evan Felix <karcaw at gmail.com>
+ * Copyright (C) 2012 Sylvain Beucler
+ * Copyright (C) 2013 Vincent Simonetti
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
+ * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#include <GL/freeglut.h>
+#include "fg_internal.h"
+#include "egl/fg_window_egl.h"
+
+#include <slog2.h>
+#define LOGI(...) ((void)slog2fa(NULL, 1337, SLOG2_INFO, __VA_ARGS__))
+#define LOGW(...) ((void)slog2fa(NULL, 1337, SLOG2_WARNING, __VA_ARGS__))
+#include <sys/keycodes.h>
+
+extern void fghOnReshapeNotify(SFG_Window *window, int width, int height, GLboolean forceNotify);
+extern void fghOnPositionNotify(SFG_Window *window, int x, int y, GLboolean forceNotify);
+extern void fgPlatformFullScreenToggle( SFG_Window *win );
+extern void fgPlatformPositionWindow( SFG_Window *window, int x, int y );
+extern void fgPlatformReshapeWindow ( SFG_Window *window, int width, int height );
+extern void fgPlatformPushWindow( SFG_Window *window );
+extern void fgPlatformPopWindow( SFG_Window *window );
+extern void fgPlatformHideWindow( SFG_Window *window );
+extern void fgPlatformIconifyWindow( SFG_Window *window );
+extern void fgPlatformShowWindow( SFG_Window *window );
+
+static struct touchscreen touchscreen;
+static unsigned char key_a2fg[256];
+
+/**
+ * Initialize BlackBerry keycode to GLUT keycode mapping
+ */
+static void key_init() {
+ memset(key_a2fg, 0, sizeof(key_a2fg));
+
+ //XXX Any others?
+
+ key_a2fg[KEYCODE_F1] = GLUT_KEY_F1;
+ key_a2fg[KEYCODE_F2] = GLUT_KEY_F2;
+ key_a2fg[KEYCODE_F3] = GLUT_KEY_F3;
+ key_a2fg[KEYCODE_F4] = GLUT_KEY_F4;
+ key_a2fg[KEYCODE_F5] = GLUT_KEY_F5;
+ key_a2fg[KEYCODE_F6] = GLUT_KEY_F6;
+ key_a2fg[KEYCODE_F7] = GLUT_KEY_F7;
+ key_a2fg[KEYCODE_F8] = GLUT_KEY_F8;
+ key_a2fg[KEYCODE_F9] = GLUT_KEY_F9;
+ key_a2fg[KEYCODE_F10] = GLUT_KEY_F10;
+ key_a2fg[KEYCODE_F11] = GLUT_KEY_F11;
+ key_a2fg[KEYCODE_F12] = GLUT_KEY_F12;
+
+ key_a2fg[KEYCODE_PG_UP] = GLUT_KEY_PAGE_UP;
+ key_a2fg[KEYCODE_PG_DOWN] = GLUT_KEY_PAGE_DOWN;
+ key_a2fg[KEYCODE_HOME] = GLUT_KEY_HOME;
+ key_a2fg[KEYCODE_END] = GLUT_KEY_END;
+ key_a2fg[KEYCODE_INSERT] = GLUT_KEY_INSERT;
+
+ key_a2fg[KEYCODE_UP] = GLUT_KEY_UP;
+ key_a2fg[KEYCODE_DOWN] = GLUT_KEY_DOWN;
+ key_a2fg[KEYCODE_LEFT] = GLUT_KEY_LEFT;
+ key_a2fg[KEYCODE_RIGHT] = GLUT_KEY_RIGHT;
+
+ key_a2fg[KEYCODE_LEFT_ALT] = GLUT_KEY_ALT_L;
+ key_a2fg[KEYCODE_RIGHT_ALT] = GLUT_KEY_ALT_R;
+ key_a2fg[KEYCODE_LEFT_SHIFT] = GLUT_KEY_SHIFT_L;
+ key_a2fg[KEYCODE_RIGHT_SHIFT] = GLUT_KEY_SHIFT_R;
+ key_a2fg[KEYCODE_LEFT_CTRL] = GLUT_KEY_CTRL_L;
+ key_a2fg[KEYCODE_RIGHT_CTRL] = GLUT_KEY_CTRL_R;
+}
+
+//XXX
+/* *
+ * Convert an Android key event to ASCII.
+ * /
+static unsigned char key_ascii(struct android_app* app, AInputEvent* event) {
+ int32_t code = AKeyEvent_getKeyCode(event);
+
+ /* Handle a few special cases: * /
+ switch (code) {
+ case AKEYCODE_DEL:
+ return 8;
+ case AKEYCODE_FORWARD_DEL:
+ return 127;
+ case AKEYCODE_ESCAPE:
+ return 27;
+ }
+
+ /* Get usable JNI context * /
+ JNIEnv* env = app->activity->env;
+ JavaVM* vm = app->activity->vm;
+ (*vm)->AttachCurrentThread(vm, &env, NULL);
+
+ jclass KeyEventClass = (*env)->FindClass(env, "android/view/KeyEvent");
+ jmethodID KeyEventConstructor = (*env)->GetMethodID(env, KeyEventClass, "<init>", "(II)V");
+ jobject keyEvent = (*env)->NewObject(env, KeyEventClass, KeyEventConstructor,
+ AKeyEvent_getAction(event), AKeyEvent_getKeyCode(event));
+ jmethodID KeyEvent_getUnicodeChar = (*env)->GetMethodID(env, KeyEventClass, "getUnicodeChar", "(I)I");
+ int ascii = (*env)->CallIntMethod(env, keyEvent, KeyEvent_getUnicodeChar, AKeyEvent_getMetaState(event));
+
+ /* LOGI("getUnicodeChar(%d) = %d ('%c')", AKeyEvent_getKeyCode(event), ascii, ascii); * /
+ (*vm)->DetachCurrentThread(vm);
+
+ return ascii;
+}
+*/
+
+uint64_t fgPlatformSystemTime ( void )
+{
+ struct timeval now;
+ gettimeofday( &now, NULL );
+ return now.tv_usec / 1000 + now.tv_sec * 1000;
+}
+
+/*
+ * Does the magic required to relinquish the CPU until something interesting
+ * happens.
+ */
+void fgPlatformSleepForEvents( long msec )
+{
+ //TODO
+}
+
+/* *
+ * Process the next input event.
+ * /
+int32_t handle_input(struct android_app* app, AInputEvent* event) {
+ SFG_Window* window = fgWindowByHandle(app->window);
+ if (window == NULL)
+ return EVENT_NOT_HANDLED;
+
+ /* FIXME: in Android, when a key is repeated, down
+ and up events happen most often at the exact same time. This
+ makes it impossible to animate based on key press time. * /
+ /* e.g. down/up/wait/down/up rather than down/wait/down/wait/up * /
+ /* This looks like a bug in the Android virtual keyboard system :/
+ Real buttons such as the Back button appear to work correctly
+ (series of down events with proper getRepeatCount value). * /
+
+ if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_KEY) {
+ /* LOGI("action: %d", AKeyEvent_getAction(event)); */
+ /* LOGI("keycode: %d", code); * /
+ int32_t code = AKeyEvent_getKeyCode(event);
+
+ if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN) {
+ int32_t keypress = 0;
+ unsigned char ascii = 0;
+ if ((keypress = key_a2fg[code]) && FETCH_WCB(*window, Special)) {
+ INVOKE_WCB(*window, Special, (keypress, window->State.MouseX, window->State.MouseY));
+ return EVENT_HANDLED;
+ } else if ((ascii = key_ascii(app, event)) && FETCH_WCB(*window, Keyboard)) {
+ INVOKE_WCB(*window, Keyboard, (ascii, window->State.MouseX, window->State.MouseY));
+ return EVENT_HANDLED;
+ }
+ }
+ else if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_UP) {
+ int32_t keypress = 0;
+ unsigned char ascii = 0;
+ if ((keypress = key_a2fg[code]) && FETCH_WCB(*window, Special)) {
+ INVOKE_WCB(*window, SpecialUp, (keypress, window->State.MouseX, window->State.MouseY));
+ return EVENT_HANDLED;
+ } else if ((ascii = key_ascii(app, event)) && FETCH_WCB(*window, Keyboard)) {
+ INVOKE_WCB(*window, KeyboardUp, (ascii, window->State.MouseX, window->State.MouseY));
+ return EVENT_HANDLED;
+ }
+ }
+ }
+
+ int32_t source = AInputEvent_getSource(event);
+ if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION
+ && source == AINPUT_SOURCE_TOUCHSCREEN) {
+ int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
+ /* Pointer ID for clicks * /
+ int32_t pidx = AMotionEvent_getAction(event) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
+ /* TODO: Handle multi-touch; also handle multiple sources/devices */
+ /* cf. http://sourceforge.net/mailarchive/forum.php?thread_name=20120518071314.GA28061%40perso.beuc.net&forum_name=freeglut-developer * /
+ if (0) {
+ LOGI("motion action=%d index=%d source=%d", action, pidx, source);
+ int count = AMotionEvent_getPointerCount(event);
+ int i;
+ for (i = 0; i < count; i++) {
+ LOGI("multi(%d): %.01f,%.01f",
+ AMotionEvent_getPointerId(event, i),
+ AMotionEvent_getX(event, i), AMotionEvent_getY(event, i));
+ }
+ }
+ float x = AMotionEvent_getX(event, 0);
+ float y = AMotionEvent_getY(event, 0);
+
+ /* Virtual arrows PAD */
+ /* Don't interfere with existing mouse move event * /
+ if (!touchscreen.in_mmotion) {
+ struct vpad_state prev_vpad = touchscreen.vpad;
+ touchscreen.vpad.left = touchscreen.vpad.right
+ = touchscreen.vpad.up = touchscreen.vpad.down = false;
+
+ /* int32_t width = ANativeWindow_getWidth(window->Window.Handle); * /
+ int32_t height = ANativeWindow_getHeight(window->Window.Handle);
+ if (action == AMOTION_EVENT_ACTION_DOWN || action == AMOTION_EVENT_ACTION_MOVE) {
+ if ((x > 0 && x < 100) && (y > (height - 100) && y < height))
+ touchscreen.vpad.left = true;
+ if ((x > 200 && x < 300) && (y > (height - 100) && y < height))
+ touchscreen.vpad.right = true;
+ if ((x > 100 && x < 200) && (y > (height - 100) && y < height))
+ touchscreen.vpad.down = true;
+ if ((x > 100 && x < 200) && (y > (height - 200) && y < (height - 100)))
+ touchscreen.vpad.up = true;
+ }
+ if (action == AMOTION_EVENT_ACTION_DOWN &&
+ (touchscreen.vpad.left || touchscreen.vpad.right || touchscreen.vpad.down || touchscreen.vpad.up))
+ touchscreen.vpad.on = true;
+ if (action == AMOTION_EVENT_ACTION_UP)
+ touchscreen.vpad.on = false;
+ if (prev_vpad.left != touchscreen.vpad.left
+ || prev_vpad.right != touchscreen.vpad.right
+ || prev_vpad.up != touchscreen.vpad.up
+ || prev_vpad.down != touchscreen.vpad.down
+ || prev_vpad.on != touchscreen.vpad.on) {
+ if (FETCH_WCB(*window, Special)) {
+ if (prev_vpad.left == false && touchscreen.vpad.left == true)
+ INVOKE_WCB(*window, Special, (GLUT_KEY_LEFT, x, y));
+ else if (prev_vpad.right == false && touchscreen.vpad.right == true)
+ INVOKE_WCB(*window, Special, (GLUT_KEY_RIGHT, x, y));
+ else if (prev_vpad.up == false && touchscreen.vpad.up == true)
+ INVOKE_WCB(*window, Special, (GLUT_KEY_UP, x, y));
+ else if (prev_vpad.down == false && touchscreen.vpad.down == true)
+ INVOKE_WCB(*window, Special, (GLUT_KEY_DOWN, x, y));
+ }
+ if (FETCH_WCB(*window, SpecialUp)) {
+ if (prev_vpad.left == true && touchscreen.vpad.left == false)
+ INVOKE_WCB(*window, SpecialUp, (GLUT_KEY_LEFT, x, y));
+ if (prev_vpad.right == true && touchscreen.vpad.right == false)
+ INVOKE_WCB(*window, SpecialUp, (GLUT_KEY_RIGHT, x, y));
+ if (prev_vpad.up == true && touchscreen.vpad.up == false)
+ INVOKE_WCB(*window, SpecialUp, (GLUT_KEY_UP, x, y));
+ if (prev_vpad.down == true && touchscreen.vpad.down == false)
+ INVOKE_WCB(*window, SpecialUp, (GLUT_KEY_DOWN, x, y));
+ }
+ return EVENT_HANDLED;
+ }
+ }
+
+ /* Normal mouse events * /
+ if (!touchscreen.vpad.on) {
+ window->State.MouseX = x;
+ window->State.MouseY = y;
+ if (action == AMOTION_EVENT_ACTION_DOWN && FETCH_WCB(*window, Mouse)) {
+ touchscreen.in_mmotion = true;
+ INVOKE_WCB(*window, Mouse, (GLUT_LEFT_BUTTON, GLUT_DOWN, x, y));
+ } else if (action == AMOTION_EVENT_ACTION_UP && FETCH_WCB(*window, Mouse)) {
+ touchscreen.in_mmotion = false;
+ INVOKE_WCB(*window, Mouse, (GLUT_LEFT_BUTTON, GLUT_UP, x, y));
+ } else if (action == AMOTION_EVENT_ACTION_MOVE && FETCH_WCB(*window, Motion)) {
+ INVOKE_WCB(*window, Motion, (x, y));
+ }
+ }
+
+ return EVENT_HANDLED;
+ }
+
+ /* Let Android handle other events (e.g. Back and Menu buttons) * /
+ return EVENT_NOT_HANDLED;
+}
+*/
+
+/* *
+ * Process the next main command.
+ * /
+void handle_cmd(struct android_app* app, int32_t cmd) {
+ SFG_Window* window = fgWindowByHandle(app->window); /* may be NULL * /
+ switch (cmd) {
+ /* App life cycle, in that order: * /
+ case APP_CMD_START:
+ LOGI("handle_cmd: APP_CMD_START");
+ break;
+ case APP_CMD_RESUME:
+ LOGI("handle_cmd: APP_CMD_RESUME");
+ /* Cf. fgPlatformProcessSingleEvent * /
+ break;
+ case APP_CMD_INIT_WINDOW: /* surfaceCreated * /
+ /* The window is being shown, get it ready. * /
+ LOGI("handle_cmd: APP_CMD_INIT_WINDOW %p", app->window);
+ fgDisplay.pDisplay.single_native_window = app->window;
+ /* start|resume: glPlatformOpenWindow was waiting for Handle to be
+ defined and will now continue processing * /
+ break;
+ case APP_CMD_GAINED_FOCUS:
+ LOGI("handle_cmd: APP_CMD_GAINED_FOCUS");
+ break;
+ case APP_CMD_WINDOW_RESIZED:
+ LOGI("handle_cmd: APP_CMD_WINDOW_RESIZED");
+ if (window->Window.pContext.egl.Surface != EGL_NO_SURFACE)
+ /* Make ProcessSingleEvent detect the new size, only available
+ after the next SwapBuffer * /
+ glutPostRedisplay();
+ break;
+
+ case APP_CMD_SAVE_STATE: /* onSaveInstanceState */
+ /* The system has asked us to save our current state, when it
+ pauses the application without destroying it right after. * /
+ app->savedState = strdup("Detect me as non-NULL on next android_main");
+ app->savedStateSize = strlen(app->savedState) + 1;
+ LOGI("handle_cmd: APP_CMD_SAVE_STATE");
+ break;
+ case APP_CMD_PAUSE:
+ LOGI("handle_cmd: APP_CMD_PAUSE");
+ /* Cf. fgPlatformProcessSingleEvent * /
+ break;
+ case APP_CMD_LOST_FOCUS:
+ LOGI("handle_cmd: APP_CMD_LOST_FOCUS");
+ break;
+ case APP_CMD_TERM_WINDOW: /* surfaceDestroyed * /
+ /* The application is being hidden, but may be restored * /
+ LOGI("handle_cmd: APP_CMD_TERM_WINDOW");
+ fghPlatformCloseWindowEGL(window);
+ fgDisplay.pDisplay.single_native_window = NULL;
+ break;
+ case APP_CMD_STOP:
+ LOGI("handle_cmd: APP_CMD_STOP");
+ break;
+ case APP_CMD_DESTROY: /* Activity.onDestroy * /
+ LOGI("handle_cmd: APP_CMD_DESTROY");
+ /* User closed the application for good, let's kill the window * /
+ {
+ /* Can't use fgWindowByHandle as app->window is NULL * /
+ SFG_Window* window = fgStructure.CurrentWindow;
+ if (window != NULL) {
+ fgDestroyWindow(window);
+ } else {
+ LOGI("APP_CMD_DESTROY: No current window");
+ }
+ }
+ /* glue has already set android_app->destroyRequested=1 * /
+ break;
+
+ case APP_CMD_CONFIG_CHANGED:
+ /* Handle rotation / orientation change * /
+ LOGI("handle_cmd: APP_CMD_CONFIG_CHANGED");
+ break;
+ case APP_CMD_LOW_MEMORY:
+ LOGI("handle_cmd: APP_CMD_LOW_MEMORY");
+ break;
+ default:
+ LOGI("handle_cmd: unhandled cmd=%d", cmd);
+ }
+}
+*/
+
+void fgPlatformOpenWindow( SFG_Window* window, const char* title,
+ GLboolean positionUse, int x, int y,
+ GLboolean sizeUse, int w, int h,
+ GLboolean gameMode, GLboolean isSubWindow );
+
+void fgPlatformProcessSingleEvent ( void )
+{
+ //TODO
+ //--------------------------------
+ /* When the screen is resized, the window handle still points to the
+ old window until the next SwapBuffer, while it's crucial to set
+ the size (onShape) correctly before the next onDisplay callback.
+ Plus we don't know if the next SwapBuffer already occurred at the
+ time we process the event (e.g. during onDisplay). * /
+ /* So we do the check each time rather than on event. * /
+ /* Interestingly, on a Samsung Galaxy S/PowerVR SGX540 GPU/Android
+ 2.3, that next SwapBuffer is fake (but still necessary to get the
+ new size). * /
+ SFG_Window* window = fgStructure.CurrentWindow;
+ if (window != NULL && window->Window.Handle != NULL) {
+ int32_t width = ANativeWindow_getWidth(window->Window.Handle);
+ int32_t height = ANativeWindow_getHeight(window->Window.Handle);
+ fghOnReshapeNotify(window,width,height,GL_FALSE);
+ }
+
+ /* Read pending event. * /
+ int ident;
+ int events;
+ struct android_poll_source* source;
+ /* This is called "ProcessSingleEvent" but this means we'd only
+ process ~60 (screen Hz) mouse events per second, plus other ports
+ are processing all events already. So let's process all pending
+ events. */
+ /* if ((ident=ALooper_pollOnce(0, NULL, &events, (void**)&source)) >= 0) { * /
+ while ((ident=ALooper_pollAll(0, NULL, &events, (void**)&source)) >= 0) {
+ /* Process this event. * /
+ if (source != NULL) {
+ source->process(source->app, source);
+ }
+ }
+
+ /* If we're not in RESUME state, Android paused us, so wait * /
+ struct android_app* app = fgDisplay.pDisplay.app;
+ if (app->destroyRequested != 1 && app->activityState != APP_CMD_RESUME) {
+ INVOKE_WCB(*window, AppStatus, (GLUT_APPSTATUS_PAUSE));
+
+ int FOREVER = -1;
+ while (app->destroyRequested != 1 && (app->activityState != APP_CMD_RESUME)) {
+ if ((ident=ALooper_pollOnce(FOREVER, NULL, &events, (void**)&source)) >= 0) {
+ /* Process this event. * /
+ if (source != NULL) {
+ source->process(source->app, source);
+ }
+ }
+ }
+ /* Coming back from a pause: * /
+ /* - Recreate window context and surface */
+ /* - Call user-defined hook to restore resources (textures...) * /
+ /* - Exit pause loop * /
+ if (app->destroyRequested != 1) {
+ /* Android is full-screen only, simplified call.. * /
+ /* Ideally we'd have a fgPlatformReopenWindow() * /
+ /* If we're hidden by a non-fullscreen or translucent activity,
+ we'll be paused but not stopped, and keep the current
+ surface; in which case fgPlatformOpenWindow will no-op. * /
+ fgPlatformOpenWindow(window, "", GL_FALSE, 0, 0, GL_FALSE, 0, 0, GL_FALSE, GL_FALSE);
+
+ /* TODO: should there be a whole GLUT_INIT_WORK forced? probably...
+ * Could queue that up in APP_CMD_TERM_WINDOW handler, but it'll
+ * be not possible to ensure InitContext CB gets called before
+ * Resume CB like that.. so maybe just force calling initContext CB
+ * here is best. Or we could force work on the window in question..
+ * 1) save old work mask, 2) set mask to init only, 3) call fgProcessWork directly
+ * 4) set work mask back to the one saved in step 1.
+ /
+ if (!FETCH_WCB(*window, InitContext))
+ fgWarning("Resuming application, but no callback to reload context resources (glutInitContextFunc)");
+ }
+
+ INVOKE_WCB(*window, AppStatus, (GLUT_APPSTATUS_RESUME));
+ }
+ */
+}
+
+void fgPlatformMainLoopPreliminaryWork ( void )
+{
+ LOGI("fgPlatformMainLoopPreliminaryWork\n", SLOG2_FA_END);
+
+ key_init();
+}
+
+
+/* deal with work list items */
+void fgPlatformInitWork(SFG_Window* window)
+{
+ /* notify windowStatus/visibility */
+ INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_RETAINED ) );
+
+ /* Position callback, always at 0,0 */
+ fghOnPositionNotify(window, 0, 0, GL_TRUE);
+
+ /* Size gets notified on window creation with size detection in mainloop above
+ * XXX CHECK: does this messages happen too early like on windows,
+ * so client code cannot have registered a callback yet and the message
+ * is thus never received by client?
+ */
+}
+
+void fgPlatformPosResZordWork(SFG_Window* window, unsigned int workMask)
+{
+ if (workMask & GLUT_FULL_SCREEN_WORK)
+ fgPlatformFullScreenToggle( window );
+ if (workMask & GLUT_POSITION_WORK)
+ fgPlatformPositionWindow( window, window->State.DesiredXpos, window->State.DesiredYpos );
+ if (workMask & GLUT_SIZE_WORK)
+ fgPlatformReshapeWindow ( window, window->State.DesiredWidth, window->State.DesiredHeight );
+ if (workMask & GLUT_ZORDER_WORK)
+ {
+ if (window->State.DesiredZOrder < 0)
+ fgPlatformPushWindow( window );
+ else
+ fgPlatformPopWindow( window );
+ }
+}
+
+void fgPlatformVisibilityWork(SFG_Window* window)
+{
+ /* Visibility status of window should get updated in the window message handlers
+ * For now, none of these functions called below do anything, so don't worry
+ * about it
+ */
+ SFG_Window *win = window;
+ switch (window->State.DesiredVisibility)
+ {
+ case DesireHiddenState:
+ fgPlatformHideWindow( window );
+ break;
+ case DesireIconicState:
+ /* Call on top-level window */
+ while (win->Parent)
+ win = win->Parent;
+ fgPlatformIconifyWindow( win );
+ break;
+ case DesireNormalState:
+ fgPlatformShowWindow( window );
+ break;
+ }
+}
+